Super Naruto: Clash of Ninja 4/Kidomaru

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Kidomaru

SCON4 Kidomaru Portrait.png
Health: 220
Guard Gauge: 1760
Backdash Type: Normal


Summary

The web-spitting, Sound Four Kidomaru is one of the more unique fighters in SCON4. His Spider-Man j.B, reminiscent of SCON4 Temari Icon.png Temari and SCON4 CS2 Sasuke Icon.png CS2 Sasuke, allows him to safely poke in neutral with a high damage launcher. The fun really begins once you start to master his A special attacks and ring combo jutsu which features hit-grabs, unblockables, KNJ web traps, super confirms and one of the better counters in the cast. If you like making the most of an off-beat, varied moveset full of situational but powerful attacks, Kidomaru might be the arach-ninja for you.

Notes

At several string points, Kidomaru has his selection of Ring ring attacks:

  • UpA Button Upward web sling, blockable capture state grab
  • ForwardA Button Long web sling, unblockable capture state grab
  • DownA Button Ground web trap, circling around Kidomaru (will catch L-substitutions)
  • BackA Button Counter move which activates regardless of where Kidomaru is hit or if the attack is physical or a projectile (will catch R-substitutions)
  • A Button Spearing gold snake, taijutsu-like attack pushing the opponent back on block

The ring jutsu locations are:

  • B ButtonB ButtonA ButtonRing
  • ForwardB ButtonRing
  • ForwardB ButtonB ButtonRing
  • UpB ButtonRing
  • RunA ButtonA ButtonRing

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02 and CONR3 STRING.png 07, the move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 06 B ButtonB ButtonA ButtonCONR3 TO.pngRing
CONR3 STRING.png 07 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 09 ForwardB ButtonCONR3 TO.pngRing
CONR3 STRING.png 10 DownB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 11 DownB ButtonB ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 12 DownB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 13 DownB ButtonB ButtonA ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 14 DownB ButtonB ButtonA ButtonCONR3 TO.pngRing
CONR3 STRING.png 15 UpB ButtonCONR3 TO.pngRing
CONR3 STRING.png 16 RunA ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 17 RunA ButtonA ButtonB ButtonB Button
CONR3 STRING.png 18 RunA ButtonA ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 19 RunA ButtonA ButtonCONR3 TO.pngRing
Ring 01 A Button
Ring 02 ForwardA Button
Ring 03 BackA Button
Ring 04 DownA Button
Ring 05 UpA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 High 15 2 23 193 20 11 -5

Primary Jab

  • Can go into B Button(B Button) on whiff.
  • Slightly ducks during startup. Potentially low-profiling moves, such as the tall character jabs of SCON4 Kisame Icon.png Kisame , SCON4 Might Guy Icon.png Might Guy, and so on.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Middle 24 3 35 253 19 +13 to +1 (shaken) -18

Limbo-dancing kick

  • Staggers on hit
  • Can go into Ring on block or hit
Flag Data
High Crush Frames 12-15
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Low 24 2 39 238 19 Launch -21

Crouching kick

  • Sweeps, so does not allow Y-Cancel
  • Abnormally fast, but momentary high crush
Flag Data
High Crush Frames 4-11
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×3 Middle×3 30 2(2)1(2)1 30 105+103 3+3+19 +20 to +7 (shaken) -11

Multihit Thrust

  • Staggers on hit. Gives Kidomaru a decent mixup situation.
  • Allows Y-Cancel if the opponent is airborne at impact, with potential for a combo conversion.
Flag Data
High Crush Frames 11~24
Autoguard Frames 2~11
Throw Immunity No
Throw Escape Lockout Frames 2~11
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Middle 23 3 26 178 24 KD -9

Fast hop into divekick

  • Can go into Ring on block or hit
  • Causes a Prone Knockdown on hit
  • Pushes the opponent back on block
Flag Data
Low Crush Frames 10~35
Allows Ground Tech Yes
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Middle 27 4 34 298 24 KD -13

Somersault Slam
Kidomaru jumps forward, slamming the opponent to the ground

  • Niche, but valid alternative to catch jumps in neutral, as RunB Button has slightly greater momentum and height around the frame 27-30 mark compared to RunA Button, which has its peak hitbox height appear only at frame 33
Flag Data
Low Crush Frames 10-33
Allows Ground Tech Yes
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
He's a spider, man, of course he can web swing!
He's a spider, man, of course he can web swing!
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 Middle 14 21 Until landing 328 19 Launch Depends on landing

Web Swing

Kidomaru swings in a shallow arc towards the ground, down and then up in a similar fashion as SCON4 Temari Icon.png Temari and SCON4 CS2 Sasuke Icon.png CS2 Sasuke's j.Bs. Just like those two, if used close enough to the ground Kido can land early instead of doing the whole swing, leaving him with very little recovery and letting him follow up with lots of different things. Fundamentally, it's used much more similarly to Temari's where he can loop it rapidly as a KnJ-safe combo tool, or on block for plus frames and mix-ups.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5 Middle 27 Until hit 33 0 15 +108 to +38 (shaken) -18

Sticky web projectile
A thrown web trap that constricts the opponent on hit, allowing him to combo from even the longest ranges if it hits

  • Will not successfully re-trap an opponent already caught in a trap state
  • Recovery and Advantage on Block calculated against a grounded opponent blocking at point-blank range.
Flag Data
Chip Damage Yes
Throw Immunity No
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
1, 10 Middle 31 26 58 - Unblockable 17 Unblockable

Thread Sling
A long-range, unblockable web grab that restands the opponent and pulls them in towards Kido on connect. Can be used to catch landings, extend combos, mix up the opponent mid-string when used as a Ring special, or as unblockable okizeme if timed right.

  • Recovery calculated against a SCON4 Rock Lee Icon.png Rock Lee using gate at close range.
Flag Data
Unsubbable Yes
Throw Immunity No
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Earliest Hit (26) 1 Low 26 90 64 0 15 +28 to +7 (shaken) -49
Late-ish Hit (77) 1 Low 26 90 13 0 15 +28 (shaken and unshaken) +1

Web Trap
Kidomaru sets his web on the ground around him. Can hit immediately when being placed or the opponent can get stuck in the web later if they step in it before it disappears. Follows an unusual set on rules on hit.

The stagger and the shakeout-opportunities of this move changes depending on how far into the animation an opponent is hit. From the moment the move is deployed, the opponent can shake its stagger normally, but for each frame later the move activates, the less of its stagger you're able to shake (one frame of staggershake lost per frame) until 21 frames later (frame 47), at which point the move turns unshakeable. Unshaken 2a will always put Kidomaro at +28 in frame advantage up until a frame 90 activation when Kido has recovered. From here, the stagger will diminish by the frame until its last active frame (frame 115), which will only impart 3 frames of stagger to the opponent.

It should be mentioned, that for a shakeable 2a (activation before frame 47) shakeout still has effect after frame 47, but you'll miss out on achieving an optimal shakeout if you don't start as soon possible.

  • On hit will lift airborne opponents instead of trap them. Rarely leads to a conversion.
  • Blockstun is always the same, as a result the advantage situation can vary as far as into Kidomaru's favor if blocked late.
  • If Kido has to turn around after catching an opponent in the web a successful shakeout is more likely, making for a mix situation instead.
Flag Data
High Crush Frames 25-65
Chip Damage Yes
Throw Immunity No
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Kidomaru 4A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
0 - 12 12 27 - - - -

Counter Move
Omnidirectional counter that stuns the opponent if successful, giving Kidomaru enough time to fully punish with any input he desires.

  • The stance may be held at the cost of chakra.
  • Negates projectiles, but in that case will not impart its stun effect towards the opponent.
Flag Data
Throw Escape Lockout Frames 12-23
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 25 Middle 14 26 49 0 15 KD -34

Upward Thread Sling
An upward web grab that looks like an anti-air, but struggles with being used in such a way. Unlike ForwardA Button, it is blockable, but when paired with Ring mixup it can be effective at sniping opponents attempting to jump kunai to dodge Ring 6A, 2A or 5a.

  • Capture state on hit that deals Unscaled Damage.
  • Incredible combo tool leading to strong extensions afterward due to the forced groundbounce.
  • Recovery and Advantage on Block calculated against a grounded opponent blocking at point-blank range.
Flag Data
Chip Damage Yes
Unsubbable Yes
Throw Immunity No
Allows Ground Tech No
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10×2 Middle 21 5(8)3 30 - - - -13

Spinning Slash
Kidomaru lunges forward, slashing the opponent at great range

  • RunA ButtonA Buttonleads to Ring
Flag Data
Low Crush Frames 12-47
Chip Damage Yes
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5 - 15 - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- Middle 21 4 36 - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
60 - 14 - - - - - -
  • Description
Flag Data
High Crush frames 1~89
Mid Crush frames 1~9
Toggle Hitboxes
Toggle Hitboxes

Strategy

Ring Jutsu

Kidomaru has a few strings which allow him to use any of his four directional special attacks- or a spearing gold spear attack if the control stick is in neutral position. The ring jutsu locations are:

  • B ButtonB ButtonA ButtonRing
  • ForwardB ButtonRing
  • ForwardB ButtonB ButtonRing
  • UpB ButtonRing
  • RunA ButtonA ButtonRing

Matchup Notes

SCON4 Kakashi Icon.png Kakashi

  • The second kick of Kakashi's Sharingan 6B can be ducked with 5X to punish the move

SCON4 Shino Icon.png Shino

  • An active 2A web can neutralize Shino's 5A bugs

Colors

Default ()
Color 2 ()
Color 3 ()

Changes from Vanilla

List may be outdated

  • Air Throw added
  • Ring Combo: 8A is 8A; 6A is 6A; 2A is 2A; 4A is 4A; 5A is 5BBB(A)
  • WUK animation: is 2B(B); has one additional frame of intangibility before fuse and the hitbox starts and ends one frame later
  • 3MC: 6A and 8A killing in no longer locks out the use of the same moves
  • Grabbable Moves: 6A, 2A, JA, 8A, 5BBBB(A), 2BBB(A), 5BBAB(A), 2BBAB(A)
  • 5B: has more lift on hit
  • 5B(B): stuns longer by 2 frames on hit and 3 frames on block
  • 5BB(B): hitbox adjusted slightly, hitbox active one more frame, animation ends 5 frames earlier; can delay into A follow up longer
  • 5BBA(R): ring transition made one frame later
  • 5BBB(B): flags cleaned up; recovers faster
  • 5BBB(A): is now ring combo
  • 5BBBB(B): increased damage
  • 5BBAB(B): has no knockback on the first two hits and none of the hits pushes block
  • 5BBAB(A), 5BBBB(A): now sends opponent flying across the screen instead of bouncing
  • 5BBAB(A): follow up does not last as long; changed to match others
  • 6B(B): has one more frame duration and slightly more lift on hit
  • 6B(A): added as ring
  • 6BB(B): does more damage; 3 frames before the teleport that are grabbable added; can be delayed 14 frames longer
  • 6BB(A): now leads to ring
  • 4B: first two hits link into the third better
  • 2B: has sweep added with less lift
  • 2BB(B): has more lift; flags adjusted; ends earlier
  • 2BBB(B): flags adjusted
  • 2BBAB(B): does more damage
  • 8B(R): ring added
  • JB: hitbox appears a frame earlier
  • RB: flags adjusted to better fit the move; ends 9 frames earlier
  • 5A: has no charges but releases the charged projectile
  • 4A: def starts frame 12, loop that drains chakra starts at frame 2 (from 20), drains 190 units per frame (from 180)
  • A4A: activates into a single frame of blocking if needed
  • 6A: does 1+10 damage instead of 5 damage
  • RAA(B): transition much faster with an end window
  • RAA(A): now leads to ring combo
  • JA: staggers
  • 5X: transfers into the activated animation quicker; hitboxes appear one frame sooner, all hitboxes made slightly bigger; middle arm hitbox moved to waist
  • 2X: is immune to mids and highs until he begins to lower his hands; spider hitbox is bigger
  • GRKnJ: changed to a custom animation using the 5X activator; moved back a bit

Resources

Gameplay footage

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
Dope SCON4 Kidomaru Color 1.png Flag us.png
United States
Unavailable Unavailable
Bimbs SCON4 Kidomaru Color 1.png Flag no.png
Norway
Unavailable Bimbs matches

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